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Wearable and Pervasive Computing for Healthcare and Towards Serious Games An Introduction

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Book cover Clinical Rehabilitation Experience Utilizing Serious Games

Part of the book series: Advanced Studies Mobile Research Center Bremen ((ASMRC))

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Abstract

Physical activity is a major part of the user’s context for wearable computing applications. When using body-worn sensors, one can acquire the user’s physical activities. In recent years, wearable and pervasive computing were the basis of many research projects in industrial and healthcare environments. As such, projects used wearable computing technology to help people with chronic diseases like chronic obstructive pulmonary disease (COPD), chronic kidney disease (CKD), and Parkinson disease (PD). However, the needs of the target groups cannot be satisfied just by technical solutions alone. Motivation plays a major role in really helping people. Serious Games or exergames promise a positive effect on motivation and activity. In this chapter, we will explain the basic technology concepts of wearable and pervasive computing and motivation using Serious Games based on the personal experience of the authors and their co-workers in topic-related research projects over the last twelve years.

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Correspondence to Michael Lawo .

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Lawo, M., Knackfuß, P. (2018). Wearable and Pervasive Computing for Healthcare and Towards Serious Games An Introduction. In: Lawo, M., Knackfuß, P. (eds) Clinical Rehabilitation Experience Utilizing Serious Games. Advanced Studies Mobile Research Center Bremen. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-21957-4_1

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  • DOI: https://doi.org/10.1007/978-3-658-21957-4_1

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  • Publisher Name: Springer Vieweg, Wiesbaden

  • Print ISBN: 978-3-658-21956-7

  • Online ISBN: 978-3-658-21957-4

  • eBook Packages: Computer ScienceComputer Science (R0)

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